查看完整版本: Fallout3 游戏介绍 (翻译工作已停止)

m_hunter 2007-6-18 22:38

Fallout3 游戏介绍 (翻译工作已停止)

[color=Red]刚刚看到有人已经在国内一个Fallout站点将这篇文章翻好了。。。挺不错。大家可以去看看。

分我都给大家加了,有什么问题PM我。

没翻完不要紧,主要是重在参与!其实我们法这种翻译贴就是为了让新人参与进来,早日成为Odyer。

最后还要谢谢各位的支持和捧场。那么就不要再翻译了。

完整的看这里:[/color]
[url]http://bn13.com/bbs/read.php?tid=18435[/url]


[quote]The following is a raw text transcript of the Fallout 3 cover story from the July 2007 issue of Game Informer. It was transcribed by Kan-Kerai, Tannhauser, and Yellow.

Fallout 3

Playstation 3/XBox 360/PC
Style: Action RPG
Publisher: Bethesda Softworks
Developer: Bethesda Game Studios
Release: Fall 2008

You were born in the Vault. And you'll die in the Vault. It's what you've always believed. For 200 years your people have survived down here, in this test tube of a home - bleached clean steel walls, sterilized floors, and dozens of fellow survivors crammed into this self-sufficient hole in the ground. Xenophobia is a lifestyle. The world above is gone, annihilated centuries ago in one brief radiation-filled flash, leaving you here to live out your sad existence behind a massive metal gate. At least that's what you believed until just hours ago, when it became clear that your father - the only family you have in the world - disappeared from the Vault without warning or explanation. So now you stand before that imposing portal, the great bolts that hold it in place sliding free from their mooring, ready to pursue him into the wastes. With a shudder, the breach slides open before you. Having never seen the glare of sun, the world beyond appears first in a haze and slides slowly into focus as you step out onto real soil for the first time. A shattered land lies spread out before you, the ancient husks of crumpled cars broiling beneath the midday sun, ruined and forgotten buildings dotting the ground out to the horizon. But as dead as the world appears, life has survived - normal humans struggling as much against irradiated food and drink as the mutated monstrosities that roam the wasteland. Even 200 years after that civilization ending holocaust, you and all the others who were left behind live under the perpetual threat of Fallout.

Into the Wasteland

Hunger for a new Fallout game began years ago, and deepened when the team that brought gamers the original masterpiece disbanded. One of the great PC gaming franchises was left in limbo, without anyone there to bring it to a new generation of players. When Bethesda bought the rights to the franchise in 2004, many were overjoyed that their favorite RPG developer would be reviving the series. Some Fallout fans immediately decried the move, sure from the start that Bethesda would change too much about their beloved series. Meanwhile, the folks at Bethesda quietly began to craft early concept art, research the original games, and brainstorm story and gameplay ideas. Now, after years of work, with the full force of their studio focused on their project, the team that brought us The Elder Scrolls IV: Oblivion is ready to reveal their vision of the Fallout universe. "The spirit of Fallout - we've missed it. We've wanted to see it in games again," executive producer Todd Howard tells us. "It's humbling and exciting all at once to be the group that makes that game."

We got the chance to visit Howard and the rest of his team at their studio in Maryland. Ushered into a giant movie theater with enough seats for dozens of people, Howard sat in a booth high to our left as he played through a demo of the game while we watched on the massive screen. The nearly hour-long walkthrough (detailed in the narrative segments on these pages) revealed technology in stellar shape for a title that is over a year away from release. With almost no technical hiccups, the demo revealed how characters are crafted, the flow of combat, the structure of morality and questing, and wide stretches of the land upon which the game is set. As longtime players and fans of both Fallout and the Elder Scrolls franchise, that one hour as we sat in rapt attention made one thing abundantly clear: This is the best of both of those franchises, without any compromises, and with enough amazing new details to excite even the most jaded or skeptical RPG enthusiast. "Differences between how we approach this and how we approach The Elder Scrolls are pretty huge," Howard assures us. "It's its own game. We don't assume anything we did in Elder Scrolls fits."

"In Fallout 2, you start the game at birth," lead designer Emil Pagliarulo details. "In the original Fallout game, your character had been born in a Vault. We wanted the player to experience that process." As your mother dies during childbirth, you masked father lifts you up to where the other vault dwellers can analyze you with a DNA scanner - one that will reveal how you will look as you grow older. Here you are given the chance to choose your gender, body type, ethnicity, facial structure, and physique. All the classic elements of character creation with a huge amount of detail are present, but with more realistic facial options than were available in Oblivion. Once satisfied, your father will remove his mask, and his ethnicity and facial features will reflect your own - not a perfect match, but a clear familial link that reveals your parentage. From there, the early hours of the game will check in throughout the long years of childhood in the vault, reinforcing the prison-like environs of your home.

While still a baby, your father will give you a small infant-style cardboard book. As you flip through its pages, which is cleverly titled "You're Special!", you'll choose the baseline stats for each of your seven primary aptitudes. A brief stop as a toddler teaches you to walk, familiarizing you with movement controls. At age 10, you are gifted with a BB gun and your Pip-Boy 3000, a wrist mounted computer that will serve as your menu system throughout the game. At 16 you'll take your G.O.A.T. (Generalized Occupational Aptitude Test), where your answers to various questions will help determine an initial layout of skills and traits. Finally, at age 19, your father escapes and you pursue him into the world beyond. Sometime before the Vault's door opens, you're offered one last chance to alter the character you've crafted throughout childhood.

Whatever your choices, every aspect of character creation is based firmly in the S.P.E.C.I.A.L. system that was utilized in the original Fallout games. Of your 14 skills, you can tag three of them to grow at a faster rate as you level up. Every other level, you choose a perk, a special talent that may give you small bonuses in certain situations. Traits give you pluses and minuses that may change your style of play. It's impossible to create a maxed-out superhero - each facet of character creation is set up to force careful choices about the path you want your character to take through life. From the beginning, Fallout 3 can be played in either a first-person camera view, or panned back to an over-the-shoulder third person angle not unlike the one offered in Resident Evil 4. In contrast to Oblivion's floaty and disconnected third-person option, the approach in Fallout 3 has been more focused. "We found with our previous stuff that if we have a third-person mode at all, then people like to play in it," Howard tells us. "So we spent a lot more time on that mode so you can play the whole game that way if you want." From either camera angle, players will be able to observe the amazing attention to detail on everything from wrinkles in characters' clothing to rough textures on the ruined stonework of old structures. This is an evolved version of the engine that ran the graphics of Oblivion, but everything from the animation of monsters to the dramatic lighting of different environments has been designed from the ground up for the ruined landscapes of the Fallout universe.

Once outside of the Vault, the focus of the game becomes finding a way to survive in the barren wilderness of the outside world. Water is a precious commodity, even though it is also one of the primary sources of radiation you'll encounter; every sip must be judged against how many rads it's likely to introduce into your body. Food, weaponry, and ammo are in short supply, so there's a constant need to ration and improvise new ways to confront obstacles. Hungry and malformed beats wander the world, and you'll have to find a way to either avoid them or take them down for good.

To do so, most players will find themselves taking advantage of the innovative combat system that Bethesda has developed for the game. The Vault-Tec Assisted Targeting System (V.A.T.S.) is what assures that this first-person game so chock full of guns doesn't become an FPS. "We don't want to be rewarding twitch play," Howard says. "It's not an action game. It's a role-playing game." While you'll certainly be able to tackle enemies in real time first-person shooting, V.A.T.S. lets players pause time and select a target at their leisure. Once targeted, a zoomed-in view of that enemy will show all the places you could aim to hit the creature, and the percentage chance you'll succeed. This percentage is based on distance, enemy defense, his cover, as well as your ability with the weapon at hand, among other factors. Just like in the original Fallout, you'll have a set number of action points, largely based on your agility score. Every combat move you make will deplete this supply, at which point those AP will begin to regenerate in real time at a rate that also corresponds with your agility. Once you complete all your actions in V.A.T.S. you can continue to attack in real time, but this will dramatically slow the recharge of your action points, thereby encouraging tactical targeting over constant twitch shooting. As for those specific targets, which area you aim for will have a profound effect on your foe. Hit the arm of a super mutant, and he may not swing that massive cudgel at you with quite the same force as before. Shoot off the antenna of a mutated giant ant, and he'll go crazy and attack his brethren.

Also in keeping with the tradition of Fallout, violence can and will be disturbingly brutal. If your final shot is about to result in a dramatic near miss, the sickening crunch of an exploding head, or any other dramatic moment, the scene will play out in slow motion, with the camera zooming in and circling around the bullet as it whizzes through the air only to tear into a mutant's leg as it explodes in a haze of blood. In addition to an array of ranged weapons, you'll also have access to melee weapons like the super sledge (a sledge-hammer) and the ripper (a weaponized chainsaw). These tools of war will function under the same V.A.T.S. system, allowing for gory close range slow-motion kills that shred those enemies foolish enough to get close. Embracing the bloody source material, Bethesda is very open in its declaration that Fallout 3 will most definitely not be fit for children. Meanwhile, your foes are certainly not content to sit still and eat your bullets. "We've revamped the entire AI system from Oblivion to give us better gameplay with guns," lead producer Gavin Carter tells us. "We've altered the whole pathfinding system so the NPCs are much more knowledgeable about their surroundings. They can take cover, catch you in flanking maneuvers, and mainly react more realistically with their environments."

With such clever adversaries, your foes aren't the only ones who'll be forced to deal with injury and pain. An intricate health system details the many problems your character will have to confront on his journey. Like most role-playing games, you will have a set amount of hit points that go down as you take damage. Food or soda will help improve your hit points slightly, and stimpacks (a sort of injection) can be a big help. As mentioned before, water can also give a boost. Sometimes the only way to completely fill up on health is to drink from some fixed water source repeatedly, like a toilet bowl in a forgotten subway station. However, when you go to drink, you'll be able to see both its health benefits and radiation level. Without medicating to reduce radiation, it will continue to rise until it begins to handicap stats and eventually kill you.

Beyond juggling health and radiation you'll also need to watch out for personal injury to different body parts. You're not the only one making targeted shots; your enemies will be aiming for particular weak points on your body as well. That means you may end up with a broken leg or a shattered arm. One might drastically slow you down, while the other will almost certainly make your once true marksmanship waver and fail. Conceivably, enough water and stimpacks could get your health back up to normal, but no amount of liquid is going to fix a broken bone. For these injuries, either beef up on your surgery skill or expect to make some long and painful treks back to the nearest town doctor.

While the simplest path to an objective is often through violence, Bethesda is committed to offering options that will fit anyone's play style, whether that means sneaking past dangerous foes or talking your way through to a solution. As with the original Fallout, a karma system is in place that will vacillate back and forth based on your actions. Ethical dilemmas are a big part of the Fallout universe, and sometimes one evil act may server a greater common good. Your place on the karmic scale will shift in response to your decisions, and different titles will be applied as you gain levels based on your current karma. In fact, many of the 360 version's Achievements will be about acquiring these different titles as you progress - getting all the Achievements is almost impossible in just one playthrough, particularly due to the nature of quests in Fallout 3.

Like Oblivion, Fallout 3 offers tremendous freedom in what actions and missions you want to take on. However, unlike Oblivion, a single character can't be all things to all people. Where your battle mage in Oblivion might have simultaneously been the heroic Champion of Cyrodil and the sadistic leader of the Dark Brotherhood, the quests you'll encounter in Fallout 3 will offer complicated choices that take you down one path or another. If you make one choice, it may close off an entire branch of missions from ever becoming available. However, because of that one decision, an entirely new series of missions will emerge that the other option would never have revealed. Subsequent playthroughs of Fallout 3 with different choices may very well completely change the path of the story. One avenue might have you taking up the insidious role of a slaver, while more righteous choices will have a town greeting you as a hero even upon your initial arrival since they've heard of your beneficent deeds. "Even within the quests we're trying to be careful to not just have the good path and the evil path, because a big part of Fallout is shades of gray," Pagliarulo informs us. With a less concrete questing path, you'll often find yourself swept up into tasks rather than being offered a formalized missions from some distressed townsperson - but you'll always have choices about how to proceed, or whether you want to participate in the event at all. "It's more about how you handle these different situations, and less which ones did you do and in what order," Howard explains.

The environmental backdrop through which you'll be making all of these choices is a detailed reinvention of the universe exhibited in the old games. "In our process of envisioning what Fallout 3 should look like, we started by going back to the first Fallout. There's a lot of great raw material to look at there," explains Istvan Pely, lead artist on the project. "Now we have so much more to work with. You're there, and you're seeing everything in a greater amount of detail. So we're going to town on that. Every single detail - just fleshing it out to a level of realism and quality that will overwhelm people in terms of making them feel like they're really there."

The location of the game world is in some ways a familiar setting for studio members at the Maryland-based studio. Washington, D.C. and its environs offer a dramatic backdrop to the post-nuclear adventure of Fallout 3. in the alternate history of the Fallout universe, many things were different in the years after World War II - a terrifying series of events lead to the the war in 2077 that wiped out most of civilization. In 2277, as you emerge from Vault 101, the world has had a hard time recovering, and few places are able to communicate the fall from decadence like a trip through the crumpled remnants of the Jefferson memorial, or spying the chipped and battered rock that remains of the Washington monument. A large central hub called Rivet City is based in and around the remains of a crashed aircraft carrier, while outlying settlements like the town of Megaton serve as other remote bastions of life. The sprawling remains of the underground Metro line and sewer ways interconnect much of the game world. The map as a whole is only slightly smaller in size than the land area you were able to explore in Oblivion. While the land mass is still huge, and seemingly endless quests abound, the harsh conditions in this post-apocalyptic land mean there are actually fewer individual characters to interact with.

"With Fallout, the number of NPCs is reduced. We're in the hundreds instead of the thousands," explains Howard. Consequently, the development team has been able to breathe more life into individuals as they move through their daily lives. "For us it's about making better characters - making NPCs that you're invested in," Pagliarulo adds. "The Radiant AI system of Oblivion takes its next steps forward in the game, as NPCs attempt to interact in meaningful ways with the game world. Characters who know each other won't just engage in generic small talk - they may address each other by name, and talk about things that matter to them as individuals. "Lucas Simms, the sheriff of Megaton, he has a son. If you see him walk up to his son and have a conversation, you would hear that the stuff that he says is particularly tailored to his son," Pagliarulo tells us. With the mention of Simms' son, the question of the presence of children in a game this violent must be addressed. In answer, Bethesda confidently assures us that kids will be found throughout Fallout 3 - but how they live and (more controversially) die within the game world is yet to be revealed. For both children and adults, you can expect far more voice talent this time around, with fewer characters that make you think: "Didn't I just hear this guy in the last town I was in?" That broader cast is being led by the inimitable Liam Neeson, who stars as the lost father at the root of your quest into the post-apocalyptic surface world.

Feature sets and questing structures aside, there's much more to Fallout than iterating off a great rule set from an old computer game. At its core, the Fallout universe appealed to mature gamers for its juxtaposition of the realities of war and death against a dark humor that delights in the ironies of a once perfect civilization ravaged by their own destructive tendencies. It's a complex world without simple answers. Heroism and villainy seem to carry more weight in a land so near extinction. Simply put, Bethesda gets it. From the emulation of the '40s propaganda posters to the impossible moral decisions placed before players, Fallout 3 is a role-playing game in the truest interpretation of the genre. It's about choices and consequences, characters and story, survival and sacrifice. And, after what seems now an excruciatingly short time seeing the game in action, it's about a long, long wait until the autumn of 2008.



The Pip-Boy 3000 (Page 4)

"We joke that this thing has more pixel shaders running on it than Oblivion did. We really wanted it to feel like this old beat up, retro device that you have strapped to your wrist," explains Todd Howard. The Pip-Boy 3000 is as close to a menu system that Fallout 3 has to offer. Three red buttons on the wrist-mounted device are your tabs between the major screens. The first is your character's stat page, where you can check skills, health, and other personal details. The second button pulls up an inventory of items, and also includes the option to repair damaged items or scavenge old ones for parts. The third button is a data screen - here you'll find maps, quest logs, photos, and the like. Beyond that, the Pip-Boy also serves as a sort of radio. Detecting radio signals being broadcast across the wasteland, you'll be able to tune in any of the surviving radio stations. Some broadcasts will occasionally reveal new quests. Other times, the radio stations serve as a way to listen to the 20-some 1949s and '50s tunes that Bethesda has licensed.

The Behemoth (Page 9)

Here you can see the layers of work that go into producing a single enemy in Fallout 3.
High resolution model used to define basic structures
Modeling of subsurface veins and blemishes, painted on in 3D
A texture pass for muscles and bone structure
A similar image with veins removed to aid in texture layering
Final image



Narrative Segments

Page 3:
In the wastes beyond Vault 101, a dusty wind blows as the sun beats down on your pale skin. In the ruins of the forgotten town below, you chance upon a stashed rifle and some drugs in a battered mailbox. Not far away, near a broken children's swingset, you find a still-functional water faucet. Taking a sip, you're alarmed as your personal radiation meter begins to climb. A sound turns you around. Two impossibly large ants crawl towards you. Thinking quickly, you target one of the broken down cars near where the mutated insects are passing. A few shows find its engine, one of those old nuclear generators, and the ants and car alike disappear into a small mushroom cloud. Your radiation detector beings its ominous tick.

Page 4:
The sign above the gate reads: "Megaton." The robot outside doesn't judge you a threat, and instead barks an advertisement for the local watering hold as the doors grate open. Inside stands the town sheriff, a stuffy fellow named Lucas Simms. Never a fan of authority, you dismiss his commands to stay out of trouble in his town and descend to the strange sight below. A massive undetonated bomb sits in the crater at the center of town, apparently the settlement's namesake. Some insane religious zealot kneels at its base, espousing the bomb as a miraculous sign from God. You push past him and head to the bar.

Page 5:
Inside Moriarty's Bar, static-laced, ancient pre-war music blares from a transistor radio. Beyond the local riffraff, in the corner you spy an imperturbable businessman, the kind of man that looks like he might know something about your father. As it turns out, he doesn't. But Mister Burke, as he calls himself, does have a job that might net you a little money to survive on out here. He'd like to get rid of Megaton - something about "a blight on the burgeoning urban landscape." He's got a fusion pulse charge that could arm the live and ticking bomb at the center of town. It's not as if this town as done anything for you yet. Sure, your father might disapprove. But he's not here right now. You take the charge and head back outside. The radio croons: "I'm in love with a wonderful guy!"

Page 6:
With the charge set, you descend into the ruined Metro subway lines below ground. Dust motes float slowly through shafts of light from the surface above. You march off in the direction of your pre-determined meeting place with Mister Burke, far away from Megaton. Rounding a corner, you're greeted with a hail of gunfire. A massive beat of a mutant stands beyond, armed with a rusted Chinese assault rifle, dwarfed by its too-large hands. In the fight that follows, you take some hits, but nothing a stimpack won't fix. In the corridor beyond, two more mutants pace, grunting back and forth to each other. Unwilling to risk another open battle, you sneak to a nearby passage and the security terminal housed within. Hacking the computer is simple enough, and a security bot emerges from its cocooned pod - unused these last two centuries. Rolling out onto the main platform, its tin can voice intones: "Tickets, please." As the mutants outside laugh and threaten to tear its puny metal arms off, the bot decides they must not have tickets, and opens fire with its laser cannon.

Page 7:
Emerging from the Metro into the ruins of the old capital city of a dead nation, it only takes moments to realize you're in over your head. A swarm of mutants crawl across the old marble stonework, and your scavenged rifle just isn't going to cut it. Squeezing off a few shots, you know you're in deep trouble, when suddenly across the street more shots begin to ring out. Their powered armor gleaming, a squad of knight-like soldiers begins to drop your would-be killers. Approaching your unwitting saviors, one of them peeks out from her metal shell to declaim your stupidity for coming here, and offers for you to come along as she and her fellow Brotherhood of Steel members clear out more mutants. They're heading your way, so why not?

Page 9:
After a running firefight through roofless buildings punctuated by blasts of laser fire and intermittent explosions, you finally find yourself near your destination, the Galaxy News Radio Building. Before you can enter, you're thrown back as a huge building crumbles nearby. From its wreckage saunters a behemoth of a mutant - a giant by any definition. As the soldiers you're with desperately unload, you see a fallen body nearby with a strange device in its hands. Picking it up, you recognize it for what it is - a Fatman. Arming this portable nuclear catapult, the tiny bomb slides into place with a ding that sounds disturbingly like a diner lunch bell. As the giant mutant turns its eyes on you, you pull the trigger, and the bomb hurtles over to the beast's feet. The creature crashes down in a cloud of nuclear fallout. Slipping away from the surviving soldiers, you enter the nearby tower and climb to the top. Up above, you emerge onto a wide balcony. "It's about time," Mister Burke says, and hands you the detonator. In the distance, you can see the town. There's no turning back after this. The money's not really that good, now that you think about it. You press the button anyway...

Page 10:
War. War Never Changes.



Captions

Page 3:
*The art team on the game talks a lot about the importance of having "no arbitrary detail." Every gun, console, switch, and rivet should have a purpose, even a fictional one. When it does, the game world simply feels more genuine.
*Your father's facial features will be different based on the design of your character - he'll even appear to age throughout your childhood.
*As you travel, weapons will degrade with use, or may be damaged directly by attacks. As you find new armaments, you can use the scrap from your old beat-up arsenal to add to the new

Page 4:
*"There's destruction everywhere. Destruction requires a great deal of randomness," lead producer Gavin Carter relays. "So one of the things we're playing with is how we apply decals to the world - not only when you shoot things, but we can actually apply very large decals to any kind of arbitrary geometry."
*Most of your experience points in the game come from complete quests - grinding for experience just isn't that useful. Whether you use guns, stealth, or diplomacy to complete those missions is a choice left to you

Page 5:
*Unlike Oblivion, Fallout 3 does not scale your encounters to fit your current level. Wander into a dangerous zone alone, and you shouldn't be surprised when that Super Mutant beats your head in
*Extensive visual effects like this use of depth of field puts Fallout 3 in a whole new graphical category from Bethesda's previous work
*You'll be able to hire followers who might help you out in a fight, but it's definitely not a party-based game. And for fans that are curious, Bethesda hesitantly confirms there will be a dog in the game, but they're reticent to speak on the subject for now.

Page 6:
*The V.A.T.S. combat system keeps the game firmly grounded in the tactical decision-making of good RPGs
*Fallout has always been unabashedly graphic in its depiction of violence, and this installment appears not to shy away from the tradition.

Page 7:
*Like in the original Fallout, the opening cinematic of Fallout 3 (of which this is a screen shot) will include music from the classic '40s and '50s band, The Ink Spots. The ironic song choice: "I Don't Want To Set the World on Fire"

Page 8:
*Fallout 3 has a more defined narrative structure than many previous Bethesda games. You'll play your character as he or she progresses from level one to a cap of 20, and after dozens of hours of play you will reach a definitive end to the story. That end, however, may be any one of many - nine to twelve unique endings are planned, based on your actions throughout the game

Page 9:
*The Fatman is a handheld nuclear catapult. We'll say that again in case you missed it. In Fallout 3, you'll have access to a handheld nuclear catapult[/quote]



[color=Red]想接受翻译的请跟贴。双倍加分!+20威望20奥币![/color]

Nova 2007-6-18 22:59

太....太....太长了....

dooomer 2007-6-19 07:56

大家一人翻一点好了。

以下是《Game Informer》杂志07年7月号《辐射》游戏封面专题报道的文本抄录。文本抄录者为Kan-Kerai、Tannhauser、Yellow。

辐射 3

Playstation 3/XBox 360/PC
游戏类型: 动作角色扮演类
发行商: Bethesda Softworks
开发商: Bethesda Game Studios
上市日期: 2008年秋季

你生于地下避难所. 你也将死于地下避难所. 至少你自己是一直这么想的. 越200年以来,你跟族人一起生活在地下,生活在这个试管家园里 - 这里有高温清洁过的钢铁墙壁,消过毒的地板,跟你共同生活的有数十人,都挤在这个自给自足的地底洞窟里。 与世隔绝的生活方式已经深入人心了。对你们来说,地表世界已经成为过去,几个世纪前就在核爆的耀光中毁灭殆尽,逼得你们只能龟缩在巨大的金属门后,哀伤地苟活。至少你自己是一直这么想的。但是就在几个小时之前,大家发现你的父亲 - 他是你唯一的亲人 - 已经离开了避难所,他即没有事先通知大家,也没有说明原因。所以,你现在就站在雄伟的大门前,看着门上一根根粗大的螺栓慢慢滑开, 准备步出避难所,深入废土世界追寻父亲的踪迹。大门在你眼前颤抖着打开了。你第一次踏足于真正的泥土地上,陌生的阳光让你的视野一片模糊,然后才逐渐清晰起来。眼前是一片支离破碎的土地,古老的汽车车壳在中午的太阳下晒得滚烫,久为人遗忘的建筑废墟鳞次栉比,绵延到地平线的远方。但是,尽管这个世界看起来如此死寂,生命依然存在——普普通通的人类,依靠被辐射污染的饮食,对抗四处游荡的异变怪物,在废土上挣扎求存。即使那场毁灭文明的浩劫已经过去200年之久,你跟其他幸存者仍然生活在“辐射”的威胁之下。

Azrael 2007-6-19 14:34

我也来献丑一下……

Into the Wasteland
进入废土

对新辐射的渴望很多年前就开始了,在那个为玩家带来原创经典的小组解散之后更加深了这种渴望。世界上最伟大的游戏之一的创作权就这样被尘封了,再也没有任何人能将新的时代带给玩家。于是当Bethesda在2004年获得开发权时,许多人会如此的狂喜正是因为他们最爱的RPG开发者将让这个系列再次复活。然而,一旦Bethesda试图过多改变粉丝心目中的游戏,一些辐射迷也会立刻了这一动意加以指责。同时,Bethesda的小伙姑娘们(folks么呵呵~~很亲切的词)迅速着手制作一些早期的概念图,开始在原有的游戏中寻求故事灵感和游戏的idea。而现在,整个工作室经过了将主要精力集中在 The Elder Scrolls IV: Oblivion项目的几年之后...已经准备好为我们展示他们眼中的辐射世界的了!“辐射的精神-我们曾经失去(似乎非常不中文,我就说讨厌倒装句),而我们一直都希望能在游戏中再次看到那种精神,”执行制作人Todd Howard 说:“成为曾经制作那个游戏小组的一员,是令人感到如此的谦卑和兴奋”
(最后句不好翻译,强调句……感觉上就是说,我们是带着战战兢兢和非常兴奋的心情成为了制作这款游戏的开放人员这样的场面话吧)

ps(自己YY):挡在Bethesda的小伙姑娘们面前的可以说是一堵巨大的高墙,也难怪要用humbling这个词了。比起很多老外在游戏发布前商业气息很浓的吹嘘……这句话蛮实在,也变相说明目前的完成度尚低吧 hoho。

dooomer 2007-6-19 14:56

The Pip-Boy 3000 (Page 4)

"我们都开玩笑说,这东西上采用的像素遮罩特效比起《上古卷轴4》来还要多。我们真的想把这个外表破旧的老仪器做到尽可能逼真。这玩意儿就系在玩家人物的手腕上。" Todd Howard这么解释. Pip-Boy 3000 是你在辐射3游戏中能找到的最接近菜单系统的东西了。这个系于手腕的仪器上面有3个红色按钮,你可以按这些按钮来切换3个重要的页面. 第一个页面是玩家人物的状态页,在这里你可以查看自己控制的人物的技能、血值、以及其他个人细节。第二个按钮按下去后,出来的是玩家人物的物品栏,在这里你也可以修复受损物品,或是拆卸旧物品的零件。按下第三个按钮会出来一个数据页面,在这里玩家可以找到地图、任务日志、照片、等等诸如此类。除了这些功能以外,Pip-Boy 还能当无线电使用。你可以用它搜索废土世界的无线电广播信号,收听到侥幸残存的广播电台。有时候,收听这些广播还会给玩家提供新任务。大部分时候,你可以收听这些电台播放的1949年到1959年间的经典曲目,大概有20来首,这些曲目 Bethesda 都是有授权的。

sony0622 2007-6-19 16:13

生于斯(理解为坟墓好些),死于斯,与你经常的想法一样。200年来人们在地下繁衍生息,在这个试管一样的家--有着洁白的钢铁墙壁,消菌的地板,还有充斥在这个自给自足的地洞里的活下来的家伙们。地面的世界早已成为过眼烟云,消失在一阵短促的充满辐射的闪光中,人们只有在这厚重的金属门后苟且偷生。至少那是你直到几个小时前的固有想法,当你的父亲,你世上唯一的亲人,在没有任何警告任何解释的前提下从这里消失后,一切变得清晰。现在你站在这个令人难忘的入口前,准备从废墟中追踪他的消息。在一阵轰鸣声中,入口在你面前打开了。在耀眼的阳光下,远方的世界出现在一片阴霾中,慢慢的映入你的眼帘,仿佛你真的是第一次踏上这块土地。眼前是一片破败的景象,阳光的暴晒使得废弃的汽车仿佛堆满了年老的皱纹,远处的地平线上错落着荒废的、令人遗忘的建筑。免于辐射的正常人努力的与在废墟上游荡的变异者争夺着食物与水。即使在文明社会被毁灭了200年后,你和其他一切活下来的人们(正常人与变异者)永远要在辐射的淫威下度日。
[s:3] 好长,翻译了好久,好多地方不通顺[s:15]

[s:16] 发完才发现前边有人翻译过这段了。。。不,,不好意思。。

sony0622 2007-6-19 16:22

[s:3] 下班了,明天继续


=======================

[color=Red]你们强!这样都能想出来,20+20让你们这么一分还不变成棒棒糖了。。。。[/color]

Azrael 2007-6-19 18:07

版主大人 其实还有自助功能啦……

对待新同学不用那么计较钢锛吧? 其实我不是来赚钱的 汗

我是来顶贴的啦 mmmm 期待翻译狂人+苦力(我当年短暂的苦力生涯啊 缅怀一下)


=================
[color=Blue]知道你们是好心帮我,呵呵,我是说,20/20被这么一挂分就剩不了多少了。[s:12]

钢蹦是Ody发的,作为银行的出纳,我恨不得多给新人点,怎会抠门儿呢[/color]

sony0622 2007-6-20 08:01

[s:8] 独乐乐,众乐乐,孰乐?[s:13]
一个人独得其他人眼红,不如大家一起来瓜分(哦不对,这个词不好)是分享[s:9]

sony0622 2007-6-20 09:10

我们有幸在马里兰采访到Howard以及工作室的其他成员。在可以容纳数十人席位的巨大的影院,Howard坐在我们左侧的高高的放映棚内为我们完整的演示游戏。在长达几乎1小时的片段(细节部分请看下边的叙述)中,字幕透漏给我们正式版本发布至少还需要一年以上几乎没有任何技术麻烦,演示展示了特性(人物??)工艺,战斗流程,道德结构与需求,游戏架设的陆地宽幅。作为辐射与上古卷轴的双重粉丝,我们一个小时全神贯注的观赏明确了一件事:对于粉丝来说这是最好的,不容质疑的,有足够惊人的新细节使得那些最厌倦或最挑剔的RPG爱好者感到兴奋。“我们如何使这个游戏同上古卷轴系列有所区分是件很艰难的工作”他向我们保证“辐射是个特有的游戏,我们不会采用任何在上古卷轴系列中涉及到的东西”

sony0622 2007-6-20 09:33

“在辐射2中,你在开始游戏时人物已经诞生了”首席设计师Emil Pagliarulo说道“在这个新的辐射游戏中,你的人物将在地下避难所中出生。我们试图让玩家体验到这段经历:你的母亲在分娩过程中去世了,戴着面具的(理解为数据隐藏好些)父亲带你到其他地下居民能够用DNA扫描仪分析你的地方,用来解释为什么你看起来比实际年龄要成熟。你获得一个选择性别,身体类型,种族,面貌,体格的机会。人物创造所需的特性以庞大的数据呈现在你的面前,但是与上古卷轴:地狱相比,你可以设定更加真实的面部细节。当感到满意后,你的父亲会摘掉面具,他的种族与面部细节也会影响到你的人物,并非完全的匹配,但是能清楚看到的血缘关系揭示你的出身。游戏的早期会在监狱般的地下避难所中的童年生活展开

sony0622 2007-6-20 09:55

当你还是婴儿的时候,你的父亲将会给你一个小型的纸板书(读卡器??PDA??FT- -#)。当你翻开它时,上书几个大字:“汝乃天选之人”,你会选择设定自己七项主要参数的基数。一段简单的叙述指导你如何行走(熟悉游戏操作)10岁的时候,你获得一把Desert Eagle与Pip-Boy 3000作为你的生日礼物(Pip-Boy 3000:一部固定在手腕上的电脑,作为你主要的菜单操作系统贯穿于整个游戏。)16岁的时候你面临通过G.O.A.T.测试(Generalized Occupational Aptitude Test:无差别流主导倾向测试??- -#),你的答案将会决定初始的技能与特性。最后,在19岁的时候你的父亲脱出了地下避难所,为了追踪他,你来到了外边的世界。一天,在地下避难所的门打开前,你被提醒将是最后的机会修改你所有人物特性(我想到了上古4的下水道[s:15] )

sony0622 2007-6-20 10:30

无论你的选择是什么,每个被创造人物的外貌特征都是建立在以往辐射系列游戏中利用的S.P.E.C.I.A.L.系统基础上的。你可以标注你14项技能中的3项,使得它们在你升级过程中有更快的升级效率。每次升级,你选择perk(一项杰出的天赋,会在某一位置给你一些小奖励)特性的变化会改变你游戏的风格,想要创造一个全能的超级英雄是不可能的。每项人物特性都需要你谨慎的选择,它将贯穿整个游戏,决定你的人物的发展方向。与生化危机4不同的是,从游戏开始,辐射3可以用第一人称视角或第三人称视角。与上古卷轴:淹没中肤浅、不连贯的第三人称视角形成对比的是,辐射3中处理方法更加的集中。“我们根据以往的资料发现如果我们采用第三人称,人们会更加喜欢。”Howard 告诉我们“因此我们在那种模式花费了大量时间,如果你喜欢你可以从头至尾用那种方式玩整个游戏。”从任一视角,玩家们会惊讶的观察到每样物品的细节,从人物衣服上的褶皱,到旧建筑的废弃石雕工艺的粗糙纹理。这是在淹没中使用过的图形引擎的改进版本,但是所有事物,从怪物能动性到不同环境的动态光源按照辐射领域的荒废地形重新设计。

sony0622 2007-6-20 10:42

一旦离开地下避难所,游戏中面临的首要问题就是找到在这个贫瘠之地(十字路口HOHO)活下来的办法。水是珍贵的日用品,当然也是你将面临的主要放射源。每一口吮吸都需要判断将要摄取多少拉德(辐射剂量单位)到身体里。食物,武器,弹药的补给是有限的,因此配给量是固定的,而且需要随时准备对抗敌人。饥饿畦形的野兽徘徊在这个世界上,你不得不选择躲开他们或猎食他们[s:13]

sony0622 2007-6-20 11:15

因此,很多玩家都采用对自己有益的,Bethesda为游戏开发的创新的格斗系统。V.A.T.S.系统保证避免游戏因枪支过多而变为第一人称射击游戏.“我们不想让游戏变成一个值得抽筋(指操作过多的游戏,见韩国星际魔兽的APM400+抽筋流选手)游戏”Howard 说。“这不是一个动作游戏。这是一个角色扮演游戏”当你能够以即时第一人称视角射击干掉敌人的,V.A.T.S. 允许玩家暂停时间,并在这段空暇时间内选择目标。一但目标锁定,一个放大视角能够显示你可用来瞄准并射击的所有位置,以及你成功命中的百分比。这个百分比建立在距离,敌人防御等级,他的防护,也与你使用手中武器的能力值有关,以及许多其他的要素决定。在这个新游戏中,你将有行动点数的约束,很大程度的基于你的敏捷点数。每次格斗移动你将会消耗这项数值,当然那些AP值也会根据你的敏捷值即时产生一定的恢复率.一但你在V.A.T.S.完成了所有的动作,你可以继续即时战斗,但是这会明显的降低你的行动点数的恢复,因此相对一成不变的射击操作,战术规划目标是被我们推荐的.对于某些明确的部位,你射击的敌人身上某一区域会有明显的效果,射击超级变异者的手臂,他挥动大棒打在你身上的力度将不会和未被射击前一样。射击变异巨型蚂蚁的天线,他会变得疯狂并且攻击他的同类。

银弦 2007-6-20 11:21

[quote]原帖由 [i]sony0622[/i] 于 2007-6-20 09:55 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=48311&ptid=7635][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]
当你还是婴儿的时候,你的父亲将会给你一个小型的纸板书(读卡器??PDA??FT- -#)。当你翻开它时,上书几个大字:“你是超人”,你会选择设定自己七项主要参数的基数。一段简单的叙述指导你如何行走(熟悉游 ... [/quote]

BB枪,不素空气枪。限量版BB枪可不止空气枪那么简单,可是比沙漠之鹰还要强的武器哦。
还有不素“你是超人”, 是“你好SPECIAL”。这里的spiecail不翻译出来比较好,因为本身是暗喻SPECIAL系统。
TAG就素专长skill,一般翻译成选“择特长技能”或者不翻
Perk相当于feat,翻译成特殊能力或者特技。。
鸡蛋里挑一下骨头。。。

楼上没有很深入的接触过辐射系列的东西吧。。

不圆的珍珠 2007-6-20 11:27

同挑骨头:

你不得不选择干掉他们或把将他们变成自己的食物

avoid,避开,不是干掉~

这里应该可以直接说猎取野兽作为食物吧[呃……还是给我蔬菜好了]

Azrael 2007-6-20 11:40

恩 大家有空尽快分而食之……

话说 n 久没接触 废土黑话我也还给当年的老师了 哈哈

sony0622 2007-6-20 11:41

当然保持辐射系列的传统惯例,暴力会残忍的体现。如果你最后射击导致生动的(。。直接翻译是这样的,不过我不认为这样的画面哪里生动)画面,恐怖的暴头,或者其他戏剧性时刻,画面会以慢动作的形式展示,视角会拉近并且环绕着子弹在空中飞行直到射入变异种的腿中并炸的血肉模糊。另外除了大批的远距离攻击武器,你也可以使用格斗武器例如super sledge(超级铁锤)和ripper(开膛手电剧)等。这些武器也会在相同的V.A.T.S.系统下起作用,允许对那些蠢到敢于靠近的敌人进行血淋淋近距离的慢动作虐杀并撕碎他们。包含血腥的素材,Bethesda明确的公开宣布辐射3不适合于儿童.同时你的敌人不会满足于坐以待毙吃你的子弹“我们已经完整的修补了湮没中的AI系统,以增加给我们更好的游戏性”首席制作人Gavin Carter告诉我们。“我们已经修正了整个探路系统,因此NPC们将会对他们的处境有更好的处理办法,他们会寻找掩体,从侧面包围你,并且根据他们的环境行动更加实际.”

[s:16] 好暴力的一段

sony0622 2007-6-20 11:43

[quote]原帖由 [i]银弦[/i] 于 2007-6-20 11:21 发表 [url=http://www.odyguild.net/bbs/redirect.php?goto=findpost&pid=48330&ptid=7635][img]http://www.odyguild.net/bbs/images/common/back.gif[/img][/url]


BB枪,不素空气枪。限量版BB枪可不止空气枪那么简单,可是比沙漠之鹰还要强的武器哦。
还有不素“你是超人”, 是“你好SPECIAL”。这里的spiecail不翻译出来比较好,因为本身是暗喻SPECIAL系统。
TAG就素 ... [/quote]

恩恩。接触不多,多谢指教。[s:12]
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